Thanks, it takes much longer than I originally anticipated, but its always like that and I enjoy the process anyway so far. Today I upscaled my 1st animated monster - the fearsome rat. Its 80 flats, changed my upscale scripts and it takes cca 30 minutes now to do one monster (script needs to be adjusted each time)

Well. Ingame when you see the rat, you can tell its more in focus, it fits really well there when its moving attacking etc..
You can see the teeth and eyes are more defined, the outline is cleaner etc. The texture itself got a bit rougher tho, but thats the nature of this upscaling method... and as I say, it works good ingame IMO. This one screen does not do that whole set a justice Id say.

This whole upscaled set is 7mb of data, so thats very reasonable Id say.

RAT

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One screen of PNG file...

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Is there a way to spawn a enemy? That would be very helpful... So I can see the results without too much walking around...

Last edited by King of Worms on Thu Dec 21, 2017 3:57 pm, edited 1 time in total.

BEAR
So happy about this because... I found out there are TWO bear sets and that the game uses the one with less animation windows and a tiny bit less pixels. So from now on, we have this bear made from 70 animation windows instead of the old one made from 50 windows only > nerdgasm It has 23mb... we will have to see how the engine handles it, but its not really THAT much...

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Last edited by King of Worms on Thu Dec 21, 2017 3:56 pm, edited 1 time in total.

I found out that there are only 7 variants of the amount of the animation windows so far, that means I can use 7 premade scripts to resize them, no need to create script for each mob, which speeds thing up. Id say 10 minutes a NPC - resize, rename, place in correct folder, mark old folder as done etc....

So far I made 16 NPCs and thats a 955 files... all these NPCs, humans, monsters, town folks etc, are cca 5000 files. And that I can do. I also did 2500 files already. Thats 7500 / 10 000 ... and the rest of 2500 textures are the walls... plus Id say 500 unused textures... so its deffo doable. But I CANT do the walls with this approach, as it makes the textures non-seamless...

What we need is someone with Photoshop skills to do the 12 Terrain ground sets. That will have huge impact on a whole game.Archives :
002 + 003 + 004
102 + 103 + 104
302 + 303 + 304
402 + 403 + 404
Just give it to someone and force him to do it with death threats, only thing which matters is that it is done already!

PS: Im uploading the progress to the shared dropbox with AlexanderSig and Jman0war, so incase my HDD decides to evaporate or smthng like this, its not lost forever

SEDUCER
I underestimated Daggerfall once again, now I have 13 different scripts for different number of animation windows already = AKA slower progress than expected... as usually But yes. The Rat was one of the worse results, some monsters just shine when upscalled This will deffinitely improve the game while staying as vanilla as possible.

That memory usage seems a bit excessive, I pray that something can be done about this... but once you get in game, it runs ok... just it takes a time... for now, Id say the recomended specs are 16gb ram and 8gb Vram LOL
I GUESS THAT ITS BECAUSE IF THERES FOR EX 30 RATS, 20 BATS and 10 SKELETONS IT LOADS 30x10mb + 20x10mb + 10x10mb = 600mb worth of assets ? Instead of 30mb? There must be a workaround for this, right?

But it looks really good, you can tell at a 1st glance when u play, that the monsters are just in focus, detailed and sharp, yet they fit the game 100%

Resized VS Basic - u can see some new walls and hanging banners as well

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Upscaled dead rat bodies

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Upscaled loot piles

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Last edited by King of Worms on Thu Dec 21, 2017 7:41 pm, edited 3 times in total.